Beispiel #1
0
  private void movement() {

    int x = getX(), y = getY(), dir = getRotation();

    if (Greenfoot.isKeyDown("left") && x > 10) {

      setLocation(x - 7, y);
      setRotation(Math.max(dir - 2, 247));
      starsDir();

    } else if (Greenfoot.isKeyDown("right") && x < 794) {

      setLocation(x + 7, y);
      setRotation(Math.min(dir + 2, 293));
      starsDir();

    } else {

      setRotation((int) Math.round(-(dir - 270) / 1.8) + dir);
      starsDir();
    }

    x = getX();

    if (Greenfoot.isKeyDown("up") && y > 70) {
      setLocation(x, y - 7);

    } else if (Greenfoot.isKeyDown("down") && y < 660) {

      setLocation(x, y + 7);
    }
  }
Beispiel #2
0
 public void Mover() {
   if (Greenfoot.isKeyDown("right")) {
     move(1);
   }
   if (Greenfoot.isKeyDown("left")) {
     move(-1);
   }
 }
  public void moveAndTurn() {
    move(3);

    if (Greenfoot.isKeyDown("a")) {
      turn(-5);
    }
    if (Greenfoot.isKeyDown("d")) {
      turn(5);
    }
  }
Beispiel #4
0
 /** Do the action for this key. */
 public void act() {
   if (!isDown && Greenfoot.isKeyDown(key)) {
     setImage("white-key-down.png");
     isDown = true;
     play();
   }
   if (isDown && !Greenfoot.isKeyDown(key)) {
     setImage("white-key.png");
     isDown = false;
   }
 }
Beispiel #5
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  private void equipment() {

    if (Greenfoot.isKeyDown("q") && amIntv > 20) {

      ammoChange(playerAmmunition.get(nextIndex(playerAmmunition, playerAmmo, -1)));
      amIntv = 0;

    } else if (Greenfoot.isKeyDown("e") && amIntv > 20) {

      ammoChange(playerAmmunition.get(nextIndex(playerAmmunition, playerAmmo, 1)));
      amIntv = 0;
    }

    amIntv++;
  }
Beispiel #6
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  protected void animateMario() {
    SWorld sWorld = (SWorld) getWorld();
    mLeft = sWorld.minionL;
    if (mLeft == true && Greenfoot.isKeyDown("left")) {
      if (getImage() == imageL && imageDelayCount >= imageTime) {
        setImage(imageML);
        imageDelayCount = 0;
      }

      if (getImage() == imageML && imageDelayCount >= imageTime) {
        setImage(imageL);
        imageDelayCount = 0;
      }
      if (getImage() == imageR) {
        setImage(imageL);
        imageDelayCount = 0;
      }
      if (getImage() == imageMR) {
        setImage(imageL);
        imageDelayCount = 0;
      }
    }
    if (mLeft == true && Greenfoot.isKeyDown("left") == false) {
      setImage(imageL);
    }

    if (mLeft == false && Greenfoot.isKeyDown("right")) {
      if (getImage() == imageR && imageDelayCount >= imageTime) {
        setImage(imageMR);
        imageDelayCount = 0;
      }
      if (getImage() == imageMR && imageDelayCount >= imageTime) {
        setImage(imageR);
        imageDelayCount = 0;
      }
      if (getImage() == imageL) {
        setImage(imageR);
        imageDelayCount = 0;
      }
      if (getImage() == imageML) {
        setImage(imageR);
        imageDelayCount = 0;
      }
    }
    if (mLeft == false && Greenfoot.isKeyDown("right") == false) {
      setImage(imageR);
    }
  }
Beispiel #7
0
 @Override
 public void act() {
   if (Greenfoot.isKeyDown("enter")) {
     Greenfoot.setWorld(new SkyscraperWorld());
     return;
   }
 }
Beispiel #8
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  public void act() // sean
      {

    if (!played) {
      burningSteppes.playLoop();
      played = !played;
    }
    // makeSmokeFireball();
    counterDelay++;
    if (Greenfoot.isKeyDown("h") && delay > 10) {
      clickSound.play();
      Menu menu = new Menu(getThisWorld());
      Greenfoot.setWorld(menu);
      delay = 0;
    }
    if (getObjects(Ninja.class).size() != 0 && counterDelay >= 10) {
      healthCounter.setValue(ninja.getNINJAHP());
      shurikenCounter.setValue(ninja.getSHURIKENNUMBER());
      powerCounter.setValue(ninja.getPOWERBAR());
      checkDoor();
      counterDelay -= 10;
      /**/
      // TEMPORAY FUNCTIONS FOR HAYDEN TO CHANGE LEVELS TO MAKE THEM /**/

      /**/
      // TEMPORAY FUNCTIONS FOR HAYDEN TO CHANGE LEVELS TO MAKE THEM /**/
    }
    delay++;
    fireballDelay++;
  }
Beispiel #9
0
  public void
      checkTPress() // this method whether T key is being pressed o not and move the object
                    // according do following.
      {
    if (alive) // check if the ship alive
    {
      DeepSpace myDeepSpace = (DeepSpace) getWorld(); // get referance to the DeepSpace class
      FuelTank myFuelTank =
          myDeepSpace
              .myFuelTank(); // use myFuelTank method that return reference of FuelTank class. So
                             // you can call method of Fueltank class.

      if (Greenfoot.isKeyDown("t")
          && !myFuelTank
              .empty()) // if "t" key is being pressed by user and if i have enough fuel, do
                        // following.
      {

        move(3); // move forward direction of object
        setImage("rocket.png"); // set the image rocket that seems like burning fuel.
        myFuelTank
            .burn(); // call the Fueltank class method in order to decrese level of fuel on screen
      } else
        setImage("rocket_noThrust.png"); // if no key is being press than set the regular picture.
    }
  }
Beispiel #10
0
 public void act() {
   Mover();
   darPosicao();
   if (Greenfoot.isKeyDown("space")) {
     Atirar();
   }
 }
Beispiel #11
0
 /** las esferas giraran dependiendo de la tecla que se presione */
 public void mueve() {
   BlurWorld mundo = (BlurWorld) getWorld();
   vel = mundo.dameVel() + 1;
   if (Greenfoot.isKeyDown("left")) {
     int rotationalSpeed = -vel;
     setLocation((ROWS / 2), (COLS / 2) + 220);
     turn(rotationalSpeed + 90);
     move(radius);
     turn(-90);
   }
   if (Greenfoot.isKeyDown("right")) {
     int rotationalSpeed = vel;
     setLocation((ROWS / 2), (COLS / 2) + 220);
     turn(rotationalSpeed + 90);
     move(radius);
     turn(-90);
   }
 }
Beispiel #12
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 public void Atirar() {
   if (TempodeTiro > 0) {
     TempodeTiro = TempodeTiro - 1;
   } else if (Greenfoot.isKeyDown("space")) {
     shot.play();
     Bala bala = new Bala();
     getWorld().addObject(bala, getX(), getY());
     bala.SetXY(getX(), getY());
     TempodeTiro = 2;
   }
 }
Beispiel #13
0
  private void animatePlayer(boolean moveDir) {
    if (moveDir == true && Greenfoot.isKeyDown("d")) {
      if (frame < 1 * delay) {
        setImage(base);
      } else if (frame < 2 * delay) {
        setImage(run2r);
      } else if (frame < 3 * delay) {
        setImage(run3r);
      } else if (frame < 4 * delay) {
        setImage(run4r);
        frame = 1;
        return;
      }
      frame++;
    }

    if (moveDir == false && Greenfoot.isKeyDown("a")) {
      if (frame < 1 * delay) {
        setImage(base);
      } else if (frame < 2 * delay) {
        GreenfootImage run2l = new GreenfootImage(run2r);
        run2l.mirrorHorizontally();
        setImage(run2l);
      } else if (frame < 3 * delay) {
        GreenfootImage run3l = new GreenfootImage(run3r);
        run3l.mirrorHorizontally();
        setImage(run3l);
      } else if (frame < 4 * delay) {
        GreenfootImage run4l = new GreenfootImage(run4r);
        run4l.mirrorHorizontally();
        setImage(run4l);
        frame = 1;
        return;
      }
      frame++;
    }
  }
Beispiel #14
0
  private void Special() {

    if (Greenfoot.isKeyDown("r") && specialShotInt > 120 && Spammo > 0) {

      addObjectAtOffset(new ChargeBeam(this), getX(), getY(), 80, getRotation());
      w.addObject(new CoolDown(ACT2SEC(120)), 845, 640);
      Greenfoot.playSound("Laser_Cannon.mp3");
      // !--------------!\\
      specialShotInt = 0;
      shotInterval = -78;
      Spammo--;
      SpammoUI.addPoints(-1);
    }

    specialShotInt++;
  }
Beispiel #15
0
  private void Shot() {

    int index = playerAmmunition.indexOf(playerAmmo);

    if (Greenfoot.isKeyDown("space") && shotInterval > playerAmmo.interval && ammo[index] > 0) {

      int f = getRotation();
      Shot p = Shot.create(playerAmmo, Inimigo.class);
      addObjectAtOffset(p, getX(), getY(), 70, f);
      p.setRotation(f);
      // !--------------!\\
      shotInterval = 0;
      ammo[index]--;
      ammoUI.addPoints(-1);
    }

    shotInterval++;
  }
Beispiel #16
0
  /**
   * Moves the actor with appropriate image. Checks for obstacles and adjusts the position of the
   * actor accordingly.
   */
  public void moveHorizontally() {
    setLocation(getX() + xSpeed, getY());
    while (getOneObjectAtOffset(getImage().getWidth() / 2, 0, Block.class) != null) {
      setLocation(getX() - 1, getY());
      xSpeed = 0;
    }
    while (getOneObjectAtOffset(-getImage().getWidth() / 2, 0, Block.class) != null) {
      setLocation(getX() + 1, getY());
      xSpeed = 0;
    }

    while (getOneObjectAtOffset(getImage().getWidth() / 2, 0, Brick.class) != null) {
      setLocation(getX() - 1, getY());
      xSpeed = 0;
    }
    while (getOneObjectAtOffset(-getImage().getWidth() / 2, 0, Brick.class) != null) {
      setLocation(getX() + 1, getY());
      xSpeed = 0;
    }

    if (Greenfoot.isKeyDown("right")) {
      if (xSpeed < 0) {
        xSpeed = 0;
      }
      if (xSpeed < 5) {
        xSpeed = xSpeed + 1;
      }
      SWorld sWorld = (SWorld) getWorld();
      sWorld.minionL = false;
    }
    if (Greenfoot.isKeyDown("left")) {
      if (xSpeed > 0) {
        xSpeed = 0;
      }
      if (xSpeed > -5) {
        xSpeed = xSpeed - 1;
      }
      SWorld sWorld = (SWorld) getWorld();
      sWorld.minionL = true;
    }
    if (!Greenfoot.isKeyDown("left") && !Greenfoot.isKeyDown("right")) {
      xSpeed = 0;
    }
    if (Greenfoot.isKeyDown("up")) {
      jump();
    }
    if (Greenfoot.isKeyDown("space")) {

      shoot();
    }
  }
    /**
     * Act - do whatever the GameLogicVracht wants to do. This method is called whenever
     * the 'Act' or 'Run' button gets pressed in the environment.
     */
    public void act() 
    {
        float dt = 1.0f / 60.0f;
                     
        //Deze code spawnt de containers en checkt of er collision is tussen containers en trucks met bijbehorende kleuren. Zo ja, dan worden er acties uitgevoerd.
        //Gele truck
        for(int i = 0; i < AantalContainersGeel; i++)
        {
            if(EpicVrachtOverslaan.Vector2.Distance(truckGeelPosition, containerGeelPosition.get(i)) <= 50.0)
            {
                //Als de container de vrachtwagen aangeraakt heeft, is er collision. Dan doen we:
                collisiongeel = 1;
            }

            if(collisiongeel == 1)
            {
            //Eerst veranderen we de sprite naar de volle versie.    
            truckGeelAppearance = new EpicVrachtOverslaan.Texture2D("Truck Geel Vol.png");
            //Dan rijdt de truck weg.
            truckGeelPosition = truckGeelPosition.sub(EpicVrachtOverslaan.Vector2.UnitX.mul(dt).mul(300.0f));
            //eventueel kunnen we later nog toevoegen dat de trucks elkaars plaats innemen.
                     
            }
        }
            
            
        //Blauwe truck
        for(int i = 0; i <  AantalContainersBlauw; i++)
        {
            if(EpicVrachtOverslaan.Vector2.Distance(truckBlauwPosition, containerBlauwPosition.get(i)) <= 50.0)
            {
                //Als de container de vrachtwagen aangeraakt heeft, is er collision. Dan doen we:
                collisionblauw = 1;
            }
         
            if(1 == 1)
            {
            //Eerst veranderen we de sprite naar de volle versie.    
            truckBlauwAppearance = new EpicVrachtOverslaan.Texture2D("Truck Blauw Vol.png");
            //Dan rijdt de truck weg.
            truckBlauwPosition = truckBlauwPosition.sub(EpicVrachtOverslaan.Vector2.UnitX.mul(dt).mul(28.0f));
            //eventueel kunnen we later nog toevoegen dat de trucks elkaars plaats innemen.
            }
        }
            
        //Groene truck
        for(int i = 0; i <  AantalContainersGroen; i++)
        {
            if(EpicVrachtOverslaan.Vector2.Distance(truckGroenPosition, containerGroenPosition.get(i)) <= 50.0)
            {
                //Als de container de vrachtwagen aangeraakt heeft, is er collision. Dan doen we:
                collisiongroen = 1;
            }
         
            if(collisiongroen == 1)
            {
            //Eerst veranderen we de sprite naar de volle versie.    
            truckGroenAppearance = new EpicVrachtOverslaan.Texture2D("Truck Groen Vol.png");
            //Dan rijdt de truck weg.            
            truckGeelPosition = truckGeelPosition.sub(EpicVrachtOverslaan.Vector2.UnitX.mul(dt).mul(300.0f));
            //eventueel kunnen we later nog toevoegen dat de trucks elkaars plaats innemen.
            }
        }
        
        
        //Rood
        for(int i = 0; i <  AantalContainersRood; i++)
        {
          
            if(EpicVrachtOverslaan.Vector2.Distance(truckRoodPosition, containerRoodPosition.get(i)) <= 50.0)
            {
            //Als de container de vrachtwagen aangeraakt heeft, is er collision. Dan doen we:

            collisionrood = 1;
            }
         
            if(collisionrood == 1)
            {
            //Eerst veranderen we de sprite naar de volle versie.    
            truckRoodAppearance = new EpicVrachtOverslaan.Texture2D("Truck Rood Vol.png");
            //Dan rijdt de truck weg.
            truckRoodPosition = truckRoodPosition.sub(EpicVrachtOverslaan.Vector2.UnitX.mul(dt).mul(300.0f));   
            }
        }
        
        for(int i = 0; i <  AantalContainersRood; i++)
        {
            if(EpicVrachtOverslaan.Vector2.Distance(grijperPosition, containerRoodPosition.get(i)) <=50.0 && Greenfoot.isKeyDown(" "))
            {
                JOptionPane.showMessageDialog(new JInternalFrame(), "Message content","Message title", JOptionPane.INFORMATION_MESSAGE);  
                
                containerRoodPosition[i];
            }
        }
        
        
        
        
       
        //Met deze code word het bewegen v.d. grijper met de w-a-s-d toetsen geregeld.
        if (Greenfoot.isKeyDown("A"))
          grijperPosition = grijperPosition.sub(EpicVrachtOverslaan.Vector2.UnitX.mul(dt).mul(300.0f));
        if (Greenfoot.isKeyDown("D"))
          grijperPosition = grijperPosition.add(EpicVrachtOverslaan.Vector2.UnitX.mul(dt).mul(300));
        if (Greenfoot.isKeyDown("W"))
          grijperPosition = grijperPosition.sub(EpicVrachtOverslaan.Vector2.UnitY.mul(dt).mul(300.0f));
        if (Greenfoot.isKeyDown("S"))
          grijperPosition = grijperPosition.add(EpicVrachtOverslaan.Vector2.UnitY.mul(dt).mul(300.0f));
        
        
        //Alle code hieronder doet het daadwerkelijke "plaatsen" v.d. objecten onder de door ons hierboven gegeven voorwaarden.
        EpicVrachtOverslaan.DrawingContext drawingContext = EpicVrachtOverslaan.DrawingContext;
        drawingContext.BeginDraw();
        EpicVrachtOverslaan.DrawingContext.Draw(truckGeelAppearance, truckGeelPosition);
        EpicVrachtOverslaan.DrawingContext.Draw(truckRoodAppearance, truckRoodPosition);
        EpicVrachtOverslaan.DrawingContext.Draw(truckGroenAppearance, truckGroenPosition);
        EpicVrachtOverslaan.DrawingContext.Draw(truckBlauwAppearance, truckBlauwPosition);
       
        for(EpicVrachtOverslaan.Vector2 a : containerGeelPosition)
        {
            drawingContext.Draw(containerGeelAppearance, a);
        }
        
        for(EpicVrachtOverslaan.Vector2 a : containerRoodPosition)
        {
            drawingContext.Draw(containerRoodAppearance, a);
        }
        
        for(EpicVrachtOverslaan.Vector2 a : containerGroenPosition)
        {
            drawingContext.Draw(containerGroenAppearance, a);
        }
        
        for(EpicVrachtOverslaan.Vector2 a : containerBlauwPosition)
        {
            drawingContext.Draw(containerBlauwAppearance, a);
        }
              
        EpicVrachtOverslaan.DrawingContext.Draw(grijperAppearance, grijperPosition);
        
        EpicVrachtOverslaan.DrawingContext.Draw(voortgansbalkAppearance, voortangsbalkPosition);
        EpicVrachtOverslaan.DrawingContext.Draw(indicatiebalkAppearance, indicatiebalkPosition);
        
        
        

    }    
        public void checkKeys()
        {
            if Greenfoot.isKeyDown("up")

        }